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> GTBS - v1.5.1.4 (A FFT styled tactical battle system) updated 5/19/2010, Tactical Battle System, Projectiles, Animated Battlers, Isometric, VX
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Uriel
post Aug 5 2010, 08:33 PM
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yo! Gubid, i kinda got a problem, I set up an enemy to have a long ranged weapon but when he tries to attack I get an error about weapon_id or something and its only that enemy.
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showpei
post Aug 12 2010, 10:47 PM
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First of all, thanks for this great script
Gubid,you are a genius!!
but...
I got a problem

The problem is this:
When I use $ scene.set_character ("enemy", 1,11,10,0)
Always error
(GTBS VX v1.5.1.4)



Why is this happen?
set actor is successful
set enemy always fail

ps.V1.4 dont have this problem

another problem is...
when I use team mode in my game
after maybe two or three turns,enemy will stock
and I cant control the game(even use esc)

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Pinky
post Aug 13 2010, 11:07 AM
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Hi, Gubid is it possible to make this go to a battle screen when you attack an enemy or use a skill like in Fire Emblem?


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GubiD
post Aug 13 2010, 02:47 PM
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...meh...
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I think I have already posted a fix to those errors you quoted, but I will double check. I hope to release a new demo with all the fixes in it to make it stable without adding other new features.

Battle scenes, it is something that has been requested alot by alot of people. I haven't yet had time to look into doing it. I doubt it would be too difficult though. Just havent had the time to look into it yet.








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showpei
post Aug 13 2010, 06:16 PM
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QUOTE(GubiD @ Aug 13 2010, 02:47 PM) *
I think I have already posted a fix to those errors you quoted, but I will double check. I hope to release a new demo with all the fixes in it to make it stable without adding other new features.

Battle scenes, it is something that has been requested alot by alot of people. I haven't yet had time to look into doing it. I doubt it would be too difficult though. Just havent had the time to look into it yet.


Thanks for your re

I have tried looking at the pages
use the keywords "error" or "RUBY" or "$set"
but still cant find the way to fix it
(by the way,I only search pages after v1.5.1.4 been posted)

am I missing something?

I'm really sorry to waste your time...
Or I can wait for your all fixes demo

Thanks again
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ryoga85
post Aug 16 2010, 06:54 PM
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Hi,
Congratulations for your script.
I wanted to ask you a question.
I would like to insert animated sequences after the attack on the enemy has been confirmed.
How can I do this?
Thank you.
Regards Fabrizio
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pariah247
post Aug 18 2010, 03:51 PM
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QUOTE(ryoga85 @ Aug 16 2010, 07:54 PM) *
Hi,
Congratulations for your script.
I wanted to ask you a question.
I would like to insert animated sequences after the attack on the enemy has been confirmed.
How can I do this?
Thank you.
Regards Fabrizio


I have implemented a cut-scene attack sequence for GTBS that mimics Sega's Shining Force to a tee, but I'm having trouble capturing a video for you all to see on my desktop. I've tried about 7 different video recorder programs, but the audio-video sync is still off and there is unacceptable lag. Any suggestions?

This post has been edited by pariah247: Aug 18 2010, 04:19 PM
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ryoga85
post Aug 18 2010, 05:58 PM
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I can not think of anything different test video and audio codecs.
How did you enter the cut scenes?
Where did you change the script?
Thanks
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GubiD
post Aug 18 2010, 11:53 PM
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...meh...
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I use BSR Screen Recorder for all my video recording. It is always spot on for me. Besides that, it has an editor so that you can delay the audio or video manually in order to match them up again if they are off. Also insert images on particular frames etc. Only draw back is the logo all over the video. Outside of that, its all good.








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pariah247
post Aug 19 2010, 08:38 AM
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I actually tried BSR Screen Recorder, but ended up having the same lag and sync problems as I did with the other recorders, so it must be my machine. I was, however, able to throw together this video using Camstudio. There is still a lot of lag in the video and the sound is off, but you can still see the cutscenes (I didn't mess with any of the battle menus in this example).

Just bear in mind that actual gameplay is fast and smooth, and the audio obviously sounds much better in the actual game!

http://www.youtube.com/watch?v=DCRnyoTOqHw

This post has been edited by pariah247: Aug 19 2010, 09:23 AM
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Pinky
post Aug 19 2010, 10:24 AM
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Hi, pariah247 could you post an unencrypted demo of the script using that battle cut in please? I would really like to use it in some of my games. Thank you in advance.


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tofurkey
post Aug 29 2010, 10:49 AM
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Hi GubiD,

I'm not sure if this has been asked before, but is there any way to make skill ranges default to whatever a character's equipped weapon range is? For example, say I have a character who uses a sword and has a skill called Double Strike. The sword has a range of 1 panel, so Double Strike only has a range of 1 panel. But if that character equips a bow that has a range of 4 panels, then Double Strike also has a range of 4 panels.
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GubiD
post Aug 29 2010, 12:11 PM
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Not currently, but that wouldn't be hard to do. You simply need to have an identifier to say when the skill should mimic the weapon ranges, then simply return the weapon ranges instead of default skill ranges. I unfortunately dont have access to my code right now, but these are currently in a method in the actor/enemy classes.








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Pinky
post Aug 29 2010, 07:20 PM
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For some reason in the vx script when I set up an event before battle it repeats the event during battle and I cannot figure out why and I really want to know what am I doing wrong because the problem is making me very mad and frustrated.


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GubiD
post Aug 29 2010, 11:29 PM
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Is it an autorun event?
Did you set a self switch on it to terminate it before calling the battle?








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Pinky
post Aug 30 2010, 09:22 AM
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I didn't know it had to be a self switch. Thank you for pointing that out.


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Innovation
post Yesterday, 02:11 PM
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After updating my version from 1.4 to 1.5, all of my skill animations became see through (ie. the opacity lower than 255). I forgot if the cast animation was see through, but the spell animation definitely was. Does anyone else have this problem?
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